Search found 161 matches

by MadClown01
Wed Apr 11, 2018 4:20 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36226

Re: [MOD 0.16.x] MadClown01's Science

Kubimate wrote:Bob's mods have changed colour codes for science packs, now it's
  • YELLOW RED blue purple pink GREEN white
It's an easy fix, I tried it myself - just swap icon names around... OR maybe not so easy, because you'll have to make it enabled only when bob's are detected ;)
Fixed ;)
by MadClown01
Sat Apr 07, 2018 11:40 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

npuldon wrote:Your mod settings toggle for fortification and equipment groups don't see to work in the off position. FYI
Oops - changed for next version
by MadClown01
Sat Apr 07, 2018 11:37 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36226

Re: [MOD 0.16.x] MadClown01's Science

Having a weird bug with making science packs from liquids. For some reason If I attach the pipes, then select the recipe (or change the recipe) the pipes don't link up. Picking up and replacing the pipes with the recipe in place fixes it and they work fine. Graphically and functionally you can see ...
by MadClown01
Thu Apr 05, 2018 10:52 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42257

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Northgate wrote:Image

Version 1.1.3 gives me this error. It wasn't there with version 1.1.0
Interesting. Thanks for the report, not sure if it'll come up again after I release 1.2.0
by MadClown01
Sat Mar 31, 2018 8:17 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

Helex288 wrote:I added the madclown's mods (processing, nuclear, science and extended for Angels) (playing Angels/bob game) and i got the below error:
Error.png
How extremely odd - I can't figure out how to reproduce the error. Could you please send me your mod settings file?
by MadClown01
Fri Mar 30, 2018 4:04 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325614

Re: [0.16.x] Bob's Mods: General Discussion

Light wrote:Well, this happened...

Image

I think the name derpy tier is appropriate.
That means that the sprite width isn't quite right
by MadClown01
Wed Mar 28, 2018 6:28 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36226

Re: [MOD 0.16.x] MadClown01's Science

aklesey1 wrote:...
Added to the todo list :)
by MadClown01
Wed Mar 28, 2018 6:18 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 82065

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Hellatze wrote:when i use this mod, do i have to make new game ?
Nope, exploring new chunks is good enough :)
by MadClown01
Wed Mar 28, 2018 12:00 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

HorusOP wrote:Hi, I'm getting an error whenever i launch with your mod: Image
If you disable the "Gem Cleanup" mod setting, then that error should disappear. I'll take a closer look later tonight.

EDIT: Bug fixed :)
by MadClown01
Mon Mar 26, 2018 2:07 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 82065

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Jackalope_Gaming wrote:...
Thanks for the detailed report, will fix for next version.
by MadClown01
Sun Mar 25, 2018 2:29 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

pezzawinkle wrote:...
I like the way you think... Could make an interesting seablock plugin. The trick would be in developing a seawater processing chain that isn't too simple.
by MadClown01
Mon Mar 19, 2018 11:39 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

aklesey1 wrote:...
I'll consider it
by MadClown01
Mon Mar 19, 2018 7:27 pm
Forum: Releases
Topic: Version 0.16.31
Replies: 19
Views: 15255

Re: Version 0.16.31

MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
by MadClown01
Mon Mar 19, 2018 6:54 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

Hi, MadClown01 I like ur sluicing methods to get some resorces Can u add quartz ore as result for sand and alluvium sluicing, quartz is one of the most widespread elements on earth ;) Hi aklesey1 I'd like to - but if I add any more resources they won't show up on the gui, which people really don't ...
by MadClown01
Mon Mar 19, 2018 10:06 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 82065

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Gambigobilla wrote:...
steinio wrote:...
Thanks for the reports guys, bugs fixed :)
by MadClown01
Sun Mar 18, 2018 7:13 am
Forum: Angels Mods
Topic: [MOD 0.16.X] MadClown01's AngelBob Locale Fixes
Replies: 0
Views: 1153

[MOD 0.16.X] MadClown01's AngelBob Locale Fixes

Description: Updates Vanilla & AngelBob locale to have consistent capitalization and naming conventions. Details: Name: Clowns-Locale Latest Release: v1.0.0, March 18th 2018 Factorio Version: 0.16 Download: Here Hello again! This mod brings the AngelBob package into coherence by adopting consis...
by MadClown01
Sat Mar 17, 2018 8:33 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

reinei wrote:...
HomerSimpson-250x300.png
HomerSimpson-250x300.png (56.89 KiB) Viewed 7240 times
Thanks heaps - fixed for next release.
by MadClown01
Sat Mar 17, 2018 8:18 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36226

Re: [MOD 0.16.x] MadClown01's Science

jessefjxm wrote:Just found that new recipes of science pack don't support productivity modules :shock: This would be a really bad news compared to vanilla recipes
Thanks for the report, will fix asap

EDIT: Fixed
by MadClown01
Fri Mar 16, 2018 5:13 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88261

Re: [MOD 0.16] MadClown01's Processing

aklesey1 wrote:Where Ammonium Chloride can be used what do u think?
I don't think there's any new functionality for it that isn't covered already by other chemicals.
by MadClown01
Thu Mar 15, 2018 7:23 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325614

Re: [0.16.x] Bob's Mods: General Discussion

Hey bob! Any thoughts yet on how to use Thorium that you've added? I guess my real question is: How's the progress on what will probably be a new mod for nuclear power remake. If you have thorium and need a use for it, I've got a mod that adds a thorium fuel cycle here https://mods.factorio.com/mod...

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